diff --git a/engine_details/development/compiling/compiling_for_linuxbsd.rst b/engine_details/development/compiling/compiling_for_linuxbsd.rst index 16ceb1737b3..6f8b057dc31 100644 --- a/engine_details/development/compiling/compiling_for_linuxbsd.rst +++ b/engine_details/development/compiling/compiling_for_linuxbsd.rst @@ -297,6 +297,45 @@ Manager. :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder. +Compiling with AccessKit support +-------------------------------- + +AccessKit provides support for screen readers. + +By default, Godot is built with AccessKit dynamically linked. You can use it by placing +``accesskit.so`` alongside the executable. + +.. note:: You can use dynamically linked AccessKit with export templates as well, rename + the SO to ``accesskit.{architecture}.so`` + and place them alongside the export template executables, and the libraries will + be automatically copied during the export process. + +To compile Godot with statically linked AccessKit: + +- Download the pre-built static libraries from `godot-accesskit-c-static library `_, and unzip them. +- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries: + + :: + + scons platform=linuxbsd accesskit_sdk_path=<...> + +.. note:: You can optionally build the godot-angle-static libraries yourself with + the following steps: + + 1. Clone the `godot-accesskit-c-static `_ + directory and navigate to it. + 2. Run the following command: + + :: + + cd accesskit-c + cmake -S . -B build -DCMAKE_BUILD_TYPE=Release + cmake --build build + cmake --install build + + The AccessKit static library should be built using the same compiler you are + using for building Godot. + Running a headless/server build ------------------------------- diff --git a/engine_details/development/compiling/compiling_for_macos.rst b/engine_details/development/compiling/compiling_for_macos.rst index 2e12c916a65..a29cd92770d 100644 --- a/engine_details/development/compiling/compiling_for_macos.rst +++ b/engine_details/development/compiling/compiling_for_macos.rst @@ -84,6 +84,45 @@ Manager. :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder. +Compiling with AccessKit support +-------------------------------- + +AccessKit provides support for screen readers. + +By default, Godot is built with AccessKit dynamically linked. You can use it by placing +``accesskit.dylib`` alongside the standalone executable or in the app bundle's ``Frameworks`` folder. + +.. note:: You can use dynamically linked AccessKit with export templates as well, rename + the DYLIB to ``accesskit.{architecture}.dylib`` + and place them inside the export template app bundle ``Frameworks`` folder, and the + libraries will be automatically copied during the export process. + +To compile Godot with statically linked AccessKit: + +- Download the pre-built static libraries from `godot-accesskit-c-static library `_, and unzip them. +- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries: + + :: + + scons platform=macos accesskit_sdk_path=<...> + +.. note:: You can optionally build the godot-angle-static libraries yourself with + the following steps: + + 1. Clone the `godot-accesskit-c-static `_ + directory and navigate to it. + 2. Run the following command: + + :: + + cd accesskit-c + cmake -S . -B build -DCMAKE_BUILD_TYPE=Release + cmake --build build + cmake --install build + + The AccessKit static library should be built using the same compiler you are + using for building Godot. + Automatic ``.app`` bundle creation ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ diff --git a/engine_details/development/compiling/compiling_for_windows.rst b/engine_details/development/compiling/compiling_for_windows.rst index cd1745e9621..b1a67fa6745 100644 --- a/engine_details/development/compiling/compiling_for_windows.rst +++ b/engine_details/development/compiling/compiling_for_windows.rst @@ -218,18 +218,18 @@ optional PIX and Agility SDK components). ./update_mesa.sh scons - If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons`` - command, you can also specify build architecture using ``arch={architecture}``. - If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and - ``use_llvm=yes`` to the ``scons`` command. + If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons`` + command, you can also specify the build architecture using ``arch={architecture}``. + If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and + ``use_llvm=yes`` to the ``scons`` command. - If you are building with MinGW and the binaries are not located in - the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons`` - command. + If you are building with MinGW and the binaries are not located in + the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons`` + command. - Mesa static library should be built using the same compiler and the - same CRT (if you are building with MinGW) you are using for building - Godot. + The Mesa static library should be built using the same compiler and the + same CRT (if you are building with MinGW) you are using for building + Godot. Optionally, you can compile with the following for additional features: @@ -282,6 +282,46 @@ Or, with all options enabled: multi-arch. DLLs will be copied to the appropriate ``bin//`` subdirectories and at runtime the right one will be loaded. +Compiling with AccessKit support +-------------------------------- + +AccessKit provides support for screen readers. + +By default, Godot is built with AccessKit dynamically linked. You can use it by placing +``accesskit.dll`` alongside the executable. + +.. note:: You can use dynamically linked AccessKit with export templates as well, rename + the DLL to ``accesskit.{architecture}.dll`` + and place them alongside the export template executables, and the libraries will + be automatically copied during the export process. + +To compile Godot with statically linked AccessKit: + +- Download the pre-built static libraries from `godot-accesskit-c-static library `_, and unzip them. +- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries: + + :: + + scons platform=windows accesskit_sdk_path=<...> + +.. note:: You can optionally build the godot-angle-static libraries yourself with + the following steps: + + 1. Clone the `godot-accesskit-c-static `_ + directory and navigate to it. + 2. Run the following command: + + :: + + cd accesskit-c + cmake -S . -B build -DCMAKE_BUILD_TYPE=Release + cmake --build build + cmake --install build + + The AccessKit static library should be built using the same compiler and the + same CRT (if you are building with MinGW) you are using for building + Godot. + Compiling with ANGLE support ---------------------------- @@ -293,13 +333,13 @@ By default, Godot is built with dynamically linked ANGLE, you can use it by plac ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable. .. note:: You can use dynamically linked ANGLE with export templates as well, rename - aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` - and place them alongside export template executables, and libraries will + the DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` + and place them alongside the export template executables, and the libraries will be automatically copied during the export process. To compile Godot with statically linked ANGLE: -- Download pre-built static libraries from `godot-angle-static library `_, and unzip them. +- Download the pre-built static libraries from `godot-angle-static library `_, and unzip them. - When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries: :: @@ -319,18 +359,18 @@ To compile Godot with statically linked ANGLE: ./update_angle.sh scons - If you are buildng with MinGW, add ``use_mingw=yes`` to the command, - you can also specify build architecture using ``arch={architecture}``. - If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and - ``use_llvm=yes`` to the ``scons`` command. + If you are buildng with MinGW, add ``use_mingw=yes`` to the command, + you can also specify the build architecture using ``arch={architecture}``. + If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and + ``use_llvm=yes`` to the ``scons`` command. - If you are building with MinGW and the binaries are not located in - the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons`` - command. + If you are building with MinGW and the binaries are not located in + the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons`` + command. - ANGLE static library should be built using the same compiler and the - same CRT (if you are building with MinGW) you are using for building - Godot. + The ANGLE static library should be built using the same compiler and the + same CRT (if you are building with MinGW) you are using for building + Godot. Development in Visual Studio ----------------------------